A further odd bug with treasure chests is that they count as your units as far as activating things go. I had a treasure chest appear in letum frigis, which was off on a small undiscovered island. This was kind of confusing - I didn't realise what happened until later when I found the chest.
Also some treasure chests are spawning empty, which is sad
Aifron isle appears to be spawning out in the middle of the ocean - the text description says that it needs to be worked by a city, so I'm assuming it's supposed to be coastal.
The pass with the gargoyles ( name escapes me currently ) still does not seem to be spawning, even with include all features on.
Barbarians seem to have some weirdness in spawning - the wood elves somehow managed to attract two stoneskin ogres on turn 100 or so ( on marathon ), which are pretty much unkillable and have been bombarding their capital for the last 200 turns. I'm almost certain it wasn't a lair result ( the ogres aren't named and I cleared out all the lairs I could find).
The new unhealth system doesn't mesh with the coding for 'Avoid unhealth', which seems to be still expecting only 1 unhealth, so it always goes over by 1.
The AI appear to be pretty crippled by the unhealth changes, probably for much the same reason. After near 300 turns none of the AI have more than two cities, and none larger than size 5. ( emperor difficulty )
Even though animals are much weaker now, hunter's prize should probably still be a single cast spell instead of usable indefinetely. It just adds an abusable amount of escape and mobility to offensive animal units, especially drakes ( which, as move 3 meteor spitters, are already pretty obnoxious )
If you set erebus world to tiny, it's still pretty big, but all the races start right next to each other.